using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using XNAFunny.Model;

namespace XNAFunny
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Texture2D _tankBody;
        Texture2D _tankHeader;

        Vector2 _tankBodyPosition = new Vector2(56, 62);

        MoveDirection _moveDirection;

        float speed = 3;

        float angle;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            _tankBody = Content.Load<Texture2D>("Image/tankBody");
            _tankHeader = Content.Load<Texture2D>("Image/tankHeader");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            KeyboardState keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A))
            {
                _moveDirection = MoveDirection.Left;
                angle = MathHelper.PiOver2 * (-1);

                if (_tankBodyPosition.X > 56)
                    _tankBodyPosition.X -= speed;
            }
            else if (keyboardState.IsKeyDown(Keys.Right) || keyboardState.IsKeyDown(Keys.D))
            {
                _moveDirection = MoveDirection.Right;

                angle = MathHelper.PiOver2;
                if (_tankBodyPosition.X < this.Window.ClientBounds.Width - 56)
                    _tankBodyPosition.X += speed;
            }
            else if (keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.W))
            {
                _moveDirection = MoveDirection.Up;

                angle = 0f;

                if (_tankBodyPosition.Y > 62)
                    _tankBodyPosition.Y -= speed;
            }
            else if (keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.S))
            {
                _moveDirection = MoveDirection.down;

                angle = MathHelper.Pi;

                if (_tankBodyPosition.Y < this.Window.ClientBounds.Height - 62)
                    _tankBodyPosition.Y += speed;
            }


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            Rectangle rectangle = new Rectangle(0, 0, 100, 100);


            spriteBatch.Draw(_tankBody,
                _tankBodyPosition, null, Color.White,
                angle, new Vector2(56, 62), 1, SpriteEffects.FlipHorizontally, 0.0f);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
